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638 Commits over 488 Days - 0.05cph!

1 Year Ago
Merge from /main
1 Year Ago
Merge from /main
1 Year Ago
Merge from /main
1 Year Ago
Don't actually disable QualitySettings.streamingMipmapsActive if we ever had an Update() cycle with it enabled. Instead, enable Texture.streamingTextureForceLoadAll for the same effect without crippling Unity's TextureStreamingManager
1 Year Ago
Map texture streaming ConVar to the inverse of Texture.streamingTextureForceLoadAll
1 Year Ago
Experiment: Set streaming mipmaps memory budget as a percentage of available VRAM, rather than calculate it based on texture load.
1 Year Ago
+ Reworked the DebugLine shader, fixing various isses with pixel alignment and perspective. + Added '-' character for negative numbers :) + Made sure that text size is always divisible by 4 for a clearer appearance. Also raised the default text thickness to 2. (I'm a fan of thin lines, but you really couldn't read these.)
1 Year Ago
Merge from /main
1 Year Ago
Cerry-pick BufferMemoryBase, CommandMemoryBase and InstanceMemoryBase
1 Year Ago
Merge from /main
1 Year Ago
Final refactorings: FastDebugDraw is now InstancedDebugDraw Added ConVar to switch between old and new system. Added UnityGLInterceptor as a base to UnityGLEmulator to intercept Unity.GL calls but avoid breaking classic DDraw. Opted for nested types instead of overly long namespace names. Exhibit proper resource management in InstancedDebugDraw as well as InstancedDebugMeshGenerator.
1 Year Ago
Refactor FastDebugDraw to use the new base classes, fix a bug with lingering instances and add a public API that matches with DDraw.
1 Year Ago
Pull out base classes for instancing: InstanceMemoryBase, CommandMemoryBase and BufferMemoryBase
1 Year Ago
Restore `ScreenText` functionality. FastDDraw has reached feature parity with DDraw. 🎉
1 Year Ago
Re-added debug capsule rendering 💊
1 Year Ago
* Fix text rendering by converting LineStrip topology to Lines * Allow world-positioned but screen-aligned text like DDraw.Text * Implement distance fade effect
1 Year Ago
FastDebugDraw: Established compatibility with the current DDraw system (fixed)
1 Year Ago
FastDebugDraw: Established compatibility with the current DDraw system
1 Year Ago
Cherry-pick marking DamageTracker `public`
1 Year Ago
Mark DamageTracker `public` (third attempt 😤 )
1 Year Ago
Mark DamageTracker `public` (again 🙄)
1 Year Ago
Mark DamageTracker `public`
1 Year Ago
Cherry-pick MemoryBlock, AllocatingMemoryBlock and DamageTracker to be used in FastDebugDraw
1 Year Ago
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused. In a different directory this time, so Plastic may allow me to cherry-pick, please.
1 Year Ago
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused. In a different directory this time, so Plastic may allow me to cherry-pick, please.
1 Year Ago
FastDebugDraw WIP with fucking new files
1 Year Ago
Add Assets/Scripts/Rendering/Instancing/Indirect directory, hoping that Plastic shuts up about stupid directory conflicts
1 Year Ago
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
1 Year Ago
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
1 Year Ago
Use FastDebugDraw to draw debugging information of IndirectInstancing
1 Year Ago
Merge from /fast_debug_draw
1 Year Ago
Merge from /main
1 Year Ago
First iteration of the FastDebugDraw component, shader and material
1 Year Ago
Collect debug information about whether the color supplied by RendererBatch matches the color in the material property block
1 Year Ago
Restructure handling of debug code in IndirectInstancingCamera
1 Year Ago
Indirect Instancing: Initial support for material propery blocks (only _Color so far)
1 Year Ago
Fix shader compilation issue in Particles/Pixel Lit 6-Point shader
1 Year Ago
Fix compilation error in StandardLayers.cginc
1 Year Ago
Renname ConVar.Batching.renderers → ConVar.Batching.enabled
1 Year Ago
Fix pass by reference in IndirectInstancingRenderer
1 Year Ago
Refresh RendererLOD, MeshLOD and MeshCull individually to reduce side effects
1 Year Ago
Improve and clarify Add() and Remove() handling in RendererBatch
1 Year Ago
Implement GetActiveComponent() to avoid processing disabled components when refreshing LODs
1 Year Ago
Pass instancing handle by reference to ensure it's always up to date
1 Year Ago
Rename LODCell.Timestamp → LastRefreshTimestamp
1 Year Ago
Pass instancing handle by reference to ensure it's always up-to-date
1 Year Ago
Make LODComponent's Hide() and Show() public
1 Year Ago
Make LODComponent's Hide() and Show() public
1 Year Ago
Backup shelve
1 Year Ago
Fix non-debug build